SectrPrototype/code/tick_render.odin
2024-03-09 10:21:48 -05:00

170 lines
4.6 KiB
Odin

package sectr
import "core:fmt"
import rl "vendor:raylib"
render :: proc()
{
state := get_state(); using state
replay := & Memory_App.replay
cam := & project.workspace.cam
win_extent := state.app_window.extent
screen_top_left : Vec2 = {
-win_extent.x + cam.target.x,
-win_extent.y + cam.target.y,
}
rl.BeginDrawing()
rl.ClearBackground( Color_BG )
render_mode_2d()
//region Render Screenspace
{
fps_msg := str_fmt_tmp( "FPS: %f", 1 / (frametime_elapsed_ms * MS_To_S) )
fps_msg_width := measure_text_size( fps_msg, default_font, 16.0, 0.0 ).x
fps_msg_pos := screen_get_corners().top_right - { fps_msg_width, 0 }
debug_draw_text( fps_msg, fps_msg_pos, 16.0, color = rl.GREEN )
debug_text :: proc( format : string, args : ..any )
{
@static draw_text_scratch : [Kilobyte * 64]u8
state := get_state(); using state
if debug.draw_debug_text_y > 800 {
debug.draw_debug_text_y = 50
}
cam := & project.workspace.cam
screen_corners := screen_get_corners()
position := screen_corners.top_right
position.x -= 800
position.y += debug.draw_debug_text_y
content := str_fmt_buffer( draw_text_scratch[:], format, ..args )
debug_draw_text( content, position, 14.0 )
debug.draw_debug_text_y += 14
}
// Debug Text
{
debug_text( "Screen Width : %v", rl.GetScreenWidth () )
debug_text( "Screen Height: %v", rl.GetScreenHeight() )
debug_text( "frametime_target_ms : %f ms", frametime_target_ms )
debug_text( "frametime : %f ms", frametime_delta_ms )
debug_text( "frametime_last_elapsed_ms : %f ms", frametime_elapsed_ms )
if replay.mode == ReplayMode.Record {
debug_text( "Recording Input")
}
if replay.mode == ReplayMode.Playback {
debug_text( "Replaying Input")
}
}
debug_text("Zoom Target: %v", project.workspace.zoom_target)
if debug.mouse_vis {
debug_text( "Mouse Vertical Wheel: %v", input.mouse.vertical_wheel )
debug_text( "Mouse Position (Screen): %v", input.mouse.pos )
debug_text("Mouse Position (World): %v", screen_to_world(input.mouse.pos) )
cursor_pos := transmute(Vec2) state.app_window.extent + input.mouse.pos
rl.DrawCircleV( cursor_pos, 10, Color_White_A125 )
}
debug.draw_debug_text_y = 50
}
//endregion Render Screenspace
rl.EndDrawing()
}
render_mode_2d :: proc()
{
state := get_state(); using state
cam := & project.workspace.cam
win_extent := state.app_window.extent
rl.BeginMode2D( project.workspace.cam )
draw_text( "This is text in world space", { 0, 200 }, 16.0 )
ImguiRender:
{
ui := & state.project.workspace.ui
root := ui.root
if root.num_children == 0 {
break ImguiRender
}
current := root.first
for ; current != nil; {
parent := current.parent
style := current.style
computed := & current.computed
// bg_color :=
// TODO(Ed) : Render Borders
render_bounds := Range2 { pts = {
world_to_screen_pos(computed.bounds.min),
world_to_screen_pos(computed.bounds.max),
}}
render_padding := range2(
world_to_screen_pos(computed.padding.min),
world_to_screen_pos(computed.padding.max),
)
render_content := range2(
world_to_screen_pos(computed.content.min),
world_to_screen_pos(computed.content.max),
)
rect_bounds := rl.Rectangle {
render_bounds.min.x,
render_bounds.min.y,
render_bounds.max.x - render_bounds.min.x,
render_bounds.max.y - render_bounds.min.y,
}
rect_padding := rl.Rectangle {
render_padding.min.x,
render_padding.min.y,
render_padding.max.x - render_padding.min.x,
render_padding.max.y - render_padding.min.y,
}
rect_content := rl.Rectangle {
render_content.min.x,
render_content.min.y,
render_content.max.x - render_content.min.x,
render_content.max.y - render_content.min.y,
}
rl.DrawRectangleRounded( rect_bounds, style.layout.corner_radii[0], 9, style.bg_color )
rl.DrawRectangleRoundedLines( rect_padding, style.layout.corner_radii[0], 9, 2, Color_Debug_UI_Padding_Bounds )
rl.DrawRectangleRoundedLines( rect_content, style.layout.corner_radii[0], 9, 2, Color_Debug_UI_Content_Bounds )
rl.DrawCircleV( render_bounds.p0, 5, Color_Red )
rl.DrawCircleV( render_bounds.p1, 5, Color_Blue )
if len(current.text.str) > 0 {
draw_text_string_cached( current.text, world_to_screen_pos(computed.text_pos), style.font_size, style.text_color )
}
current = ui_box_tranverse_next( current )
}
}
//endregion Imgui Render
if debug.mouse_vis {
cursor_world_pos := screen_to_world(input.mouse.pos)
rl.DrawCircleV( world_to_screen_pos(cursor_world_pos), 5, Color_GreyRed )
}
rl.DrawCircleV( { 0, 0 }, 1, Color_White )
rl.EndMode2D()
}